rpcs3/rpcs3/rpcs3qt/trophy_manager_dialog.cpp

1058 lines
35 KiB
C++

#include "stdafx.h"
#include "trophy_manager_dialog.h"
#include "custom_table_widget_item.h"
#include "table_item_delegate.h"
#include "qt_utils.h"
#include "game_list.h"
#include "gui_settings.h"
#include "util/logs.hpp"
#include "Utilities/StrUtil.h"
#include "Utilities/File.h"
#include "Emu/VFS.h"
#include "Emu/System.h"
#include "Emu/system_utils.hpp"
#include "Emu/Cell/Modules/sceNpTrophy.h"
#include <QtConcurrent>
#include <QFutureWatcher>
#include <QHeaderView>
#include <QVBoxLayout>
#include <QCheckBox>
#include <QGroupBox>
#include <QPixmap>
#include <QDir>
#include <QMenu>
#include <QDesktopServices>
#include <QUrl>
#include <QScrollBar>
#include <QWheelEvent>
#include <QProgressDialog>
#include <QGuiApplication>
#include <QScreen>
LOG_CHANNEL(gui_log, "GUI");
namespace
{
constexpr auto qstr = QString::fromStdString;
inline std::string sstr(const QString& _in) { return _in.toUtf8().toStdString(); }
}
trophy_manager_dialog::trophy_manager_dialog(std::shared_ptr<gui_settings> gui_settings)
: QWidget()
, m_gui_settings(std::move(gui_settings))
{
// Nonspecific widget settings
setWindowTitle(tr("Trophy Manager"));
setObjectName("trophy_manager");
setAttribute(Qt::WA_DeleteOnClose);
setAttribute(Qt::WA_StyledBackground);
m_game_icon_size_index = m_gui_settings->GetValue(gui::tr_game_iconSize).toInt();
m_icon_height = m_gui_settings->GetValue(gui::tr_icon_height).toInt();
m_show_locked_trophies = m_gui_settings->GetValue(gui::tr_show_locked).toBool();
m_show_unlocked_trophies = m_gui_settings->GetValue(gui::tr_show_unlocked).toBool();
m_show_hidden_trophies = m_gui_settings->GetValue(gui::tr_show_hidden).toBool();
m_show_bronze_trophies = m_gui_settings->GetValue(gui::tr_show_bronze).toBool();
m_show_silver_trophies = m_gui_settings->GetValue(gui::tr_show_silver).toBool();
m_show_gold_trophies = m_gui_settings->GetValue(gui::tr_show_gold).toBool();
m_show_platinum_trophies = m_gui_settings->GetValue(gui::tr_show_platinum).toBool();
// Make sure the directory is mounted
vfs::mount("/dev_hdd0", rpcs3::utils::get_hdd0_dir());
// Get the currently selected user's trophy path.
m_trophy_dir = "/dev_hdd0/home/" + Emu.GetUsr() + "/trophy/";
// Game chooser combo box
m_game_combo = new QComboBox();
m_game_combo->setSizeAdjustPolicy(QComboBox::AdjustToMinimumContentsLengthWithIcon);
// Game progression label
m_game_progress = new QLabel(tr("Progress: %1% (%2/%3)").arg(0).arg(0).arg(0));
// Games Table
m_game_table = new game_list();
m_game_table->setObjectName("trophy_manager_game_table");
m_game_table->setShowGrid(false);
m_game_table->setVerticalScrollMode(QAbstractItemView::ScrollPerPixel);
m_game_table->setHorizontalScrollMode(QAbstractItemView::ScrollPerPixel);
m_game_table->verticalScrollBar()->installEventFilter(this);
m_game_table->verticalScrollBar()->setSingleStep(20);
m_game_table->horizontalScrollBar()->setSingleStep(20);
m_game_table->setItemDelegate(new table_item_delegate(this, true));
m_game_table->setSelectionBehavior(QAbstractItemView::SelectRows);
m_game_table->setSelectionMode(QAbstractItemView::SingleSelection);
m_game_table->setEditTriggers(QAbstractItemView::NoEditTriggers);
m_game_table->setColumnCount(GameColumns::GameColumnsCount);
m_game_table->setHorizontalHeaderLabels(QStringList{ tr("Icon"), tr("Game"), tr("Progress") });
m_game_table->horizontalHeader()->setDefaultAlignment(Qt::AlignLeft);
m_game_table->horizontalHeader()->setStretchLastSection(true);
m_game_table->verticalHeader()->setSectionResizeMode(QHeaderView::Fixed);
m_game_table->verticalHeader()->setVisible(false);
m_game_table->setAlternatingRowColors(true);
m_game_table->installEventFilter(this);
// Trophy Table
m_trophy_table = new game_list();
m_trophy_table->setObjectName("trophy_manager_trophy_table");
m_trophy_table->setShowGrid(false);
m_trophy_table->setVerticalScrollMode(QAbstractItemView::ScrollPerPixel);
m_trophy_table->setHorizontalScrollMode(QAbstractItemView::ScrollPerPixel);
m_trophy_table->verticalScrollBar()->installEventFilter(this);
m_trophy_table->verticalScrollBar()->setSingleStep(20);
m_trophy_table->horizontalScrollBar()->setSingleStep(20);
m_trophy_table->setItemDelegate(new table_item_delegate(this, true));
m_trophy_table->setSelectionBehavior(QAbstractItemView::SelectRows);
m_trophy_table->setEditTriggers(QAbstractItemView::NoEditTriggers);
m_trophy_table->setColumnCount(TrophyColumns::Count);
m_trophy_table->setHorizontalHeaderLabels(QStringList{ tr("Icon"), tr("Name"), tr("Description"), tr("Type"), tr("Status"), tr("ID"), tr("Platinum Relevant") });
m_trophy_table->horizontalHeader()->setDefaultAlignment(Qt::AlignLeft);
m_trophy_table->horizontalHeader()->setStretchLastSection(true);
m_trophy_table->horizontalHeader()->setSectionResizeMode(TrophyColumns::Icon, QHeaderView::Fixed);
m_trophy_table->verticalHeader()->setVisible(false);
m_trophy_table->verticalHeader()->setSectionResizeMode(QHeaderView::Fixed);
m_trophy_table->setContextMenuPolicy(Qt::CustomContextMenu);
m_trophy_table->setAlternatingRowColors(true);
m_trophy_table->installEventFilter(this);
m_splitter = new QSplitter();
m_splitter->addWidget(m_game_table);
m_splitter->addWidget(m_trophy_table);
m_game_icon_size = gui_settings::SizeFromSlider(m_game_icon_size_index);
// Checkboxes to control dialog
QCheckBox* check_lock_trophy = new QCheckBox(tr("Show Not Earned Trophies"));
check_lock_trophy->setCheckable(true);
check_lock_trophy->setChecked(m_show_locked_trophies);
QCheckBox* check_unlock_trophy = new QCheckBox(tr("Show Earned Trophies"));
check_unlock_trophy->setCheckable(true);
check_unlock_trophy->setChecked(m_show_unlocked_trophies);
QCheckBox* check_hidden_trophy = new QCheckBox(tr("Show Hidden Trophies"));
check_hidden_trophy->setCheckable(true);
check_hidden_trophy->setChecked(m_show_hidden_trophies);
QCheckBox* check_bronze_trophy = new QCheckBox(tr("Show Bronze Trophies"));
check_bronze_trophy->setCheckable(true);
check_bronze_trophy->setChecked(m_show_bronze_trophies);
QCheckBox* check_silver_trophy = new QCheckBox(tr("Show Silver Trophies"));
check_silver_trophy->setCheckable(true);
check_silver_trophy->setChecked(m_show_silver_trophies);
QCheckBox* check_gold_trophy = new QCheckBox(tr("Show Gold Trophies"));
check_gold_trophy->setCheckable(true);
check_gold_trophy->setChecked(m_show_gold_trophies);
QCheckBox* check_platinum_trophy = new QCheckBox(tr("Show Platinum Trophies"));
check_platinum_trophy->setCheckable(true);
check_platinum_trophy->setChecked(m_show_platinum_trophies);
QLabel* trophy_slider_label = new QLabel();
trophy_slider_label->setText(tr("Trophy Icon Size: %0x%1").arg(m_icon_height).arg(m_icon_height));
QLabel* game_slider_label = new QLabel();
game_slider_label->setText(tr("Game Icon Size: %0x%1").arg(m_game_icon_size.width()).arg(m_game_icon_size.height()));
m_icon_slider = new QSlider(Qt::Horizontal);
m_icon_slider->setRange(25, 225);
m_icon_slider->setValue(m_icon_height);
m_game_icon_slider = new QSlider(Qt::Horizontal);
m_game_icon_slider->setRange(0, gui::gl_max_slider_pos);
m_game_icon_slider->setValue(m_game_icon_size_index);
// LAYOUTS
QGroupBox* choose_game = new QGroupBox(tr("Choose Game"));
QVBoxLayout* choose_layout = new QVBoxLayout();
choose_layout->addWidget(m_game_combo);
choose_game->setLayout(choose_layout);
QGroupBox* trophy_info = new QGroupBox(tr("Trophy Info"));
QVBoxLayout* info_layout = new QVBoxLayout();
info_layout->addWidget(m_game_progress);
trophy_info->setLayout(info_layout);
QGroupBox* show_settings = new QGroupBox(tr("Trophy View Options"));
QVBoxLayout* settings_layout = new QVBoxLayout();
settings_layout->addWidget(check_lock_trophy);
settings_layout->addWidget(check_unlock_trophy);
settings_layout->addWidget(check_hidden_trophy);
settings_layout->addWidget(check_bronze_trophy);
settings_layout->addWidget(check_silver_trophy);
settings_layout->addWidget(check_gold_trophy);
settings_layout->addWidget(check_platinum_trophy);
show_settings->setLayout(settings_layout);
QGroupBox* icon_settings = new QGroupBox(tr("Icon Options"));
QVBoxLayout* slider_layout = new QVBoxLayout();
slider_layout->addWidget(trophy_slider_label);
slider_layout->addWidget(m_icon_slider);
slider_layout->addWidget(game_slider_label);
slider_layout->addWidget(m_game_icon_slider);
icon_settings->setLayout(slider_layout);
QVBoxLayout* options_layout = new QVBoxLayout();
options_layout->addWidget(choose_game);
options_layout->addWidget(trophy_info);
options_layout->addWidget(show_settings);
options_layout->addWidget(icon_settings);
options_layout->addStretch();
QHBoxLayout* all_layout = new QHBoxLayout(this);
all_layout->addLayout(options_layout);
all_layout->addWidget(m_splitter);
all_layout->setStretch(1, 1);
setLayout(all_layout);
// Make connects
connect(m_icon_slider, &QSlider::valueChanged, this, [this, trophy_slider_label](int val)
{
m_icon_height = val;
if (trophy_slider_label)
{
trophy_slider_label->setText(tr("Trophy Icon Size: %0x%1").arg(val).arg(val));
}
ResizeTrophyIcons();
if (m_save_icon_height)
{
m_save_icon_height = false;
m_gui_settings->SetValue(gui::tr_icon_height, val);
}
});
connect(m_icon_slider, &QSlider::sliderReleased, this, [this]()
{
m_gui_settings->SetValue(gui::tr_icon_height, m_icon_slider->value());
});
connect(m_icon_slider, &QSlider::actionTriggered, this, [this](int action)
{
if (action != QAbstractSlider::SliderNoAction && action != QAbstractSlider::SliderMove)
{ // we only want to save on mouseclicks or slider release (the other connect handles this)
m_save_icon_height = true; // actionTriggered happens before the value was changed
}
});
connect(m_game_icon_slider, &QSlider::valueChanged, this, [this, game_slider_label](int val)
{
m_game_icon_size_index = val;
m_game_icon_size = gui_settings::SizeFromSlider(val);
if (game_slider_label)
{
game_slider_label->setText(tr("Game Icon Size: %0x%1").arg(m_game_icon_size.width()).arg(m_game_icon_size.height()));
}
ResizeGameIcons();
if (m_save_game_icon_size)
{
m_save_game_icon_size = false;
m_gui_settings->SetValue(gui::tr_game_iconSize, val);
}
});
connect(m_game_icon_slider, &QSlider::sliderReleased, this, [this]()
{
m_gui_settings->SetValue(gui::tr_game_iconSize, m_game_icon_slider->value());
});
connect(m_game_icon_slider, &QSlider::actionTriggered, this, [this](int action)
{
if (action != QAbstractSlider::SliderNoAction && action != QAbstractSlider::SliderMove)
{ // we only want to save on mouseclicks or slider release (the other connect handles this)
m_save_game_icon_size = true; // actionTriggered happens before the value was changed
}
});
connect(check_lock_trophy, &QCheckBox::clicked, this, [this](bool checked)
{
m_show_locked_trophies = checked;
ApplyFilter();
m_gui_settings->SetValue(gui::tr_show_locked, checked);
});
connect(check_unlock_trophy, &QCheckBox::clicked, this, [this](bool checked)
{
m_show_unlocked_trophies = checked;
ApplyFilter();
m_gui_settings->SetValue(gui::tr_show_unlocked, checked);
});
connect(check_hidden_trophy, &QCheckBox::clicked, this, [this](bool checked)
{
m_show_hidden_trophies = checked;
ApplyFilter();
m_gui_settings->SetValue(gui::tr_show_hidden, checked);
});
connect(check_bronze_trophy, &QCheckBox::clicked, this, [this](bool checked)
{
m_show_bronze_trophies = checked;
ApplyFilter();
m_gui_settings->SetValue(gui::tr_show_bronze, checked);
});
connect(check_silver_trophy, &QCheckBox::clicked, this, [this](bool checked)
{
m_show_silver_trophies = checked;
ApplyFilter();
m_gui_settings->SetValue(gui::tr_show_silver, checked);
});
connect(check_gold_trophy, &QCheckBox::clicked, this, [this](bool checked)
{
m_show_gold_trophies = checked;
ApplyFilter();
m_gui_settings->SetValue(gui::tr_show_gold, checked);
});
connect(check_platinum_trophy, &QCheckBox::clicked, this, [this](bool checked)
{
m_show_platinum_trophies = checked;
ApplyFilter();
m_gui_settings->SetValue(gui::tr_show_platinum, checked);
});
connect(m_trophy_table, &QTableWidget::customContextMenuRequested, this, &trophy_manager_dialog::ShowContextMenu);
connect(m_game_combo, &QComboBox::currentTextChanged, this, [this]
{
PopulateTrophyTable();
ApplyFilter();
});
connect(m_game_table, &QTableWidget::itemSelectionChanged, this, [this]
{
if (m_game_table->selectedItems().isEmpty())
{
return;
}
QTableWidgetItem* item = m_game_table->item(m_game_table->selectedItems().first()->row(), GameColumns::GameName);
if (!item)
{
return;
}
m_game_combo->setCurrentText(item->text());
});
connect(&m_trophy_repaint_watcher, &QFutureWatcher<QPixmap>::finished, this, &trophy_manager_dialog::ReadjustTrophyTable);
connect(&m_trophy_repaint_watcher, &QFutureWatcher<QPixmap>::resultReadyAt, this, [this](int index)
{
if (QTableWidgetItem* icon_item = m_trophy_table->item(index, TrophyColumns::Icon))
{
icon_item->setData(Qt::DecorationRole, m_trophy_repaint_watcher.resultAt(index));
}
});
connect(&m_game_repaint_watcher, &QFutureWatcher<QPixmap>::finished, this, &trophy_manager_dialog::ReadjustGameTable);
connect(&m_game_repaint_watcher, &QFutureWatcher<QPixmap>::resultReadyAt, this, [this](int index)
{
if (QTableWidgetItem* icon_item = m_game_table->item(index, GameColumns::GameIcon))
{
icon_item->setData(Qt::DecorationRole, m_game_repaint_watcher.resultAt(index));
}
});
RepaintUI(true);
StartTrophyLoadThreads();
}
trophy_manager_dialog::~trophy_manager_dialog()
{
}
bool trophy_manager_dialog::LoadTrophyFolderToDB(const std::string& trop_name)
{
const std::string trophy_path = m_trophy_dir + trop_name;
const std::string vfs_path = vfs::get(trophy_path + "/");
if (vfs_path.empty())
{
gui_log.error("Failed to load trophy database for %s. Path empty!", trop_name);
return false;
}
// Populate GameTrophiesData
std::unique_ptr<GameTrophiesData> game_trophy_data = std::make_unique<GameTrophiesData>();
game_trophy_data->path = vfs_path;
game_trophy_data->trop_usr.reset(new TROPUSRLoader());
const std::string tropusr_path = trophy_path + "/TROPUSR.DAT";
const std::string tropconf_path = trophy_path + "/TROPCONF.SFM";
const bool success = game_trophy_data->trop_usr->Load(tropusr_path, tropconf_path).success;
fs::file config(vfs::get(tropconf_path));
if (!success || !config)
{
gui_log.error("Failed to load trophy database for %s", trop_name);
return false;
}
const u32 trophy_count = game_trophy_data->trop_usr->GetTrophiesCount();
if (trophy_count == 0)
{
gui_log.error("Warning game %s in trophy folder %s usr file reports zero trophies. Cannot load in trophy manager.", game_trophy_data->game_name, game_trophy_data->path);
return false;
}
for (u32 trophy_id = 0; trophy_id < trophy_count; ++trophy_id)
{
// A trophy icon has 3 digits from 000 to 999, for example TROP001.PNG
game_trophy_data->trophy_image_paths[trophy_id] = qstr(fmt::format("%sTROP%03d.PNG", game_trophy_data->path, trophy_id));
}
// Get game name
pugi::xml_parse_result res = game_trophy_data->trop_config.Read(config.to_string());
if (!res)
{
gui_log.error("Failed to read trophy xml: %s", tropconf_path);
return false;
}
std::shared_ptr<rXmlNode> trophy_base = game_trophy_data->trop_config.GetRoot();
ensure(trophy_base);
for (std::shared_ptr<rXmlNode> n = trophy_base->GetChildren(); n; n = n->GetNext())
{
if (n->GetName() == "title-name")
{
game_trophy_data->game_name = n->GetNodeContent();
break;
}
}
{
std::scoped_lock lock(m_trophies_db_mtx);
m_trophies_db.push_back(std::move(game_trophy_data));
}
config.release();
return true;
}
void trophy_manager_dialog::RepaintUI(bool restore_layout)
{
if (m_gui_settings->GetValue(gui::m_enableUIColors).toBool())
{
m_game_icon_color = m_gui_settings->GetValue(gui::tr_icon_color).value<QColor>();
}
else
{
m_game_icon_color = gui::utils::get_label_color("trophy_manager_icon_background_color");
}
PopulateGameTable();
if (restore_layout && !restoreGeometry(m_gui_settings->GetValue(gui::tr_geometry).toByteArray()))
{
resize(QGuiApplication::primaryScreen()->availableSize() * 0.7);
}
if (restore_layout && !m_splitter->restoreState(m_gui_settings->GetValue(gui::tr_splitterState).toByteArray()))
{
const int width_left = m_splitter->width() * 0.4;
const int width_right = m_splitter->width() - width_left;
m_splitter->setSizes({ width_left, width_right });
}
PopulateTrophyTable();
const QByteArray game_table_state = m_gui_settings->GetValue(gui::tr_games_state).toByteArray();
if (restore_layout && !m_game_table->horizontalHeader()->restoreState(game_table_state) && m_game_table->rowCount())
{
// If no settings exist, resize to contents. (disabled)
//m_game_table->verticalHeader()->resizeSections(QHeaderView::ResizeMode::ResizeToContents);
//m_game_table->horizontalHeader()->resizeSections(QHeaderView::ResizeMode::ResizeToContents);
}
const QByteArray trophy_table_state = m_gui_settings->GetValue(gui::tr_trophy_state).toByteArray();
if (restore_layout && !m_trophy_table->horizontalHeader()->restoreState(trophy_table_state) && m_trophy_table->rowCount())
{
// If no settings exist, resize to contents. (disabled)
//m_trophy_table->verticalHeader()->resizeSections(QHeaderView::ResizeMode::ResizeToContents);
//m_trophy_table->horizontalHeader()->resizeSections(QHeaderView::ResizeMode::ResizeToContents);
}
ApplyFilter();
// Show dialog and then paint gui in order to adjust headers correctly
show();
ReadjustGameTable();
ReadjustTrophyTable();
}
void trophy_manager_dialog::HandleRepaintUiRequest()
{
const QSize window_size = size();
const QByteArray splitter_state = m_splitter->saveState();
const QByteArray game_table_state = m_game_table->horizontalHeader()->saveState();
const QByteArray trophy_table_state = m_trophy_table->horizontalHeader()->saveState();
RepaintUI(false);
m_splitter->restoreState(splitter_state);
m_game_table->horizontalHeader()->restoreState(game_table_state);
m_trophy_table->horizontalHeader()->restoreState(trophy_table_state);
resize(window_size);
}
QPixmap trophy_manager_dialog::GetResizedGameIcon(int index) const
{
QTableWidgetItem* item = m_game_table->item(index, GameColumns::GameIcon);
if (!item)
{
QPixmap placeholder(m_game_icon_size);
placeholder.fill(Qt::transparent);
return placeholder;
}
QPixmap icon;
if (!item->data(GameUserRole::GamePixmapLoaded).toBool())
{
// Load game icon
const int trophy_index = item->data(GameUserRole::GameIndex).toInt();
const std::string icon_path = m_trophies_db[trophy_index]->path + "ICON0.PNG";
if (!icon.load(qstr(icon_path)))
{
gui_log.warning("Could not load trophy game icon from path %s", icon_path);
}
item->setData(GameUserRole::GamePixmapLoaded, true);
item->setData(GameUserRole::GamePixmap, icon);
}
else
{
icon = item->data(GameUserRole::GamePixmap).value<QPixmap>();
}
const qreal dpr = devicePixelRatioF();
QPixmap new_icon(icon.size() * dpr);
new_icon.setDevicePixelRatio(dpr);
new_icon.fill(m_game_icon_color);
if (!icon.isNull())
{
QPainter painter(&new_icon);
painter.setRenderHint(QPainter::SmoothPixmapTransform);
painter.drawPixmap(QPoint(0, 0), icon);
painter.end();
}
return new_icon.scaled(m_game_icon_size * dpr, Qt::KeepAspectRatio, Qt::TransformationMode::SmoothTransformation);
}
void trophy_manager_dialog::ResizeGameIcons()
{
if (m_game_combo->count() <= 0)
return;
if (m_game_repaint_watcher.isRunning())
{
m_game_repaint_watcher.cancel();
m_game_repaint_watcher.waitForFinished();
}
QPixmap placeholder(m_game_icon_size);
placeholder.fill(Qt::transparent);
QList<int> indices;
for (int i = 0; i < m_game_table->rowCount(); ++i)
{
indices.append(i);
if (QTableWidgetItem* icon_item = m_game_table->item(i, GameColumns::GameIcon))
{
icon_item->setData(Qt::DecorationRole, placeholder);
}
}
const std::function<QPixmap(const int&)> get_scaled = [this](const int& i)
{
return GetResizedGameIcon(i);
};
ReadjustGameTable();
m_game_repaint_watcher.setFuture(QtConcurrent::mapped(indices, get_scaled));
}
void trophy_manager_dialog::ResizeTrophyIcons()
{
if (m_game_combo->count() <= 0)
return;
if (m_trophy_repaint_watcher.isRunning())
{
m_trophy_repaint_watcher.cancel();
m_trophy_repaint_watcher.waitForFinished();
}
const int db_pos = m_game_combo->currentData().toInt();
const qreal dpr = devicePixelRatioF();
const int new_height = m_icon_height * dpr;
QPixmap placeholder(m_icon_height, m_icon_height);
placeholder.fill(Qt::transparent);
QList<int> trophy_ids;
for (int i = 0; i < m_trophy_table->rowCount(); ++i)
{
if (QTableWidgetItem* item = m_trophy_table->item(i, TrophyColumns::Id))
{
trophy_ids.append(item->text().toInt());
}
if (QTableWidgetItem* icon_item = m_trophy_table->item(i, TrophyColumns::Icon))
{
icon_item->setData(Qt::DecorationRole, placeholder);
}
}
ReadjustTrophyTable();
const std::function<QPixmap(const int&)> get_scaled = [this, data = m_trophies_db.at(db_pos).get(), dpr, new_height](const int& trophy_id) -> QPixmap
{
QPixmap icon;
if (data)
{
std::scoped_lock lock(m_trophies_db_mtx);
if (data->trophy_images.contains(trophy_id))
{
icon = data->trophy_images[trophy_id];
}
else if (const QString& path = data->trophy_image_paths[trophy_id]; !icon.load(path))
{
gui_log.error("Failed to load trophy icon for trophy %d (icon='%s')", trophy_id, sstr(path));
}
else
{
data->trophy_images[trophy_id] = icon;
}
}
QPixmap new_icon(icon.size() * dpr);
new_icon.setDevicePixelRatio(dpr);
new_icon.fill(m_game_icon_color);
if (!icon.isNull())
{
QPainter painter(&new_icon);
painter.setRenderHint(QPainter::SmoothPixmapTransform);
painter.drawPixmap(QPoint(0, 0), icon);
painter.end();
}
return new_icon.scaledToHeight(new_height, Qt::SmoothTransformation);
};
m_trophy_repaint_watcher.setFuture(QtConcurrent::mapped(trophy_ids, get_scaled));
}
void trophy_manager_dialog::ApplyFilter()
{
if (!m_game_combo || m_game_combo->count() <= 0)
return;
const int db_pos = m_game_combo->currentData().toInt();
if (db_pos < 0 || static_cast<usz>(db_pos) >= m_trophies_db.size() || !m_trophies_db[db_pos])
return;
const TROPUSRLoader* trop_usr = m_trophies_db[db_pos]->trop_usr.get();
if (!trop_usr)
return;
for (int i = 0; i < m_trophy_table->rowCount(); ++i)
{
QTableWidgetItem* item = m_trophy_table->item(i, TrophyColumns::Id);
QTableWidgetItem* type_item = m_trophy_table->item(i, TrophyColumns::Type);
QTableWidgetItem* icon_item = m_trophy_table->item(i, TrophyColumns::Icon);
if (!item || !type_item || !icon_item)
{
continue;
}
const int trophy_id = item->text().toInt();
const int trophy_type = type_item->data(Qt::UserRole).toInt();
// I could use boolean logic and reduce this to something much shorter and also much more confusing...
const bool hidden = icon_item->data(Qt::UserRole).toBool();
const bool trophy_unlocked = trop_usr->GetTrophyUnlockState(trophy_id);
bool hide = false;
// Special override to show *just* hidden trophies.
if (!m_show_unlocked_trophies && !m_show_locked_trophies && m_show_hidden_trophies)
{
hide = !hidden;
}
else if ((trophy_unlocked && !m_show_unlocked_trophies)
|| (!trophy_unlocked && !m_show_locked_trophies)
|| (hidden && !trophy_unlocked && !m_show_hidden_trophies)
|| (trophy_type == SCE_NP_TROPHY_GRADE_BRONZE && !m_show_bronze_trophies)
|| (trophy_type == SCE_NP_TROPHY_GRADE_SILVER && !m_show_silver_trophies)
|| (trophy_type == SCE_NP_TROPHY_GRADE_GOLD && !m_show_gold_trophies)
|| (trophy_type == SCE_NP_TROPHY_GRADE_PLATINUM && !m_show_platinum_trophies))
{
hide = true;
}
m_trophy_table->setRowHidden(i, hide);
}
ReadjustTrophyTable();
}
void trophy_manager_dialog::ShowContextMenu(const QPoint& pos)
{
QTableWidgetItem* item = m_trophy_table->item(m_trophy_table->currentRow(), TrophyColumns::Icon);
if (!item)
{
return;
}
QMenu* menu = new QMenu();
QAction* show_trophy_dir = new QAction(tr("Open Trophy Directory"), menu);
const int db_ind = m_game_combo->currentData().toInt();
connect(show_trophy_dir, &QAction::triggered, this, [this, db_ind]()
{
const QString path = qstr(m_trophies_db[db_ind]->path);
QDesktopServices::openUrl(QUrl::fromLocalFile(path));
});
menu->addAction(show_trophy_dir);
menu->exec(m_trophy_table->viewport()->mapToGlobal(pos));
}
void trophy_manager_dialog::StartTrophyLoadThreads()
{
if (m_game_repaint_watcher.isRunning())
{
m_game_repaint_watcher.waitForFinished();
}
if (m_trophy_repaint_watcher.isRunning())
{
m_trophy_repaint_watcher.waitForFinished();
}
m_trophies_db.clear();
const QString trophy_path = qstr(vfs::get(m_trophy_dir));
if (trophy_path.isEmpty())
{
gui_log.error("Cannot load trophy dir. Path empty!");
RepaintUI(true);
return;
}
const QDir trophy_dir(trophy_path);
const auto folder_list = trophy_dir.entryList(QDir::Dirs | QDir::NoDotAndDotDot);
const int count = folder_list.count();
if (count <= 0)
{
RepaintUI(true);
return;
}
QList<int> indices;
for (int i = 0; i < count; ++i)
indices.append(i);
QFutureWatcher<void> futureWatcher;
QProgressDialog progressDialog(tr("Loading trophy data, please wait..."), tr("Cancel"), 0, 1, this, Qt::Dialog | Qt::WindowTitleHint | Qt::CustomizeWindowHint);
progressDialog.setWindowTitle(tr("Loading trophies"));
connect(&futureWatcher, &QFutureWatcher<void>::progressRangeChanged, &progressDialog, &QProgressDialog::setRange);
connect(&futureWatcher, &QFutureWatcher<void>::progressValueChanged, &progressDialog, &QProgressDialog::setValue);
connect(&futureWatcher, &QFutureWatcher<void>::finished, this, [this]() { RepaintUI(true); });
connect(&progressDialog, &QProgressDialog::canceled, this, [this, &futureWatcher]()
{
futureWatcher.cancel();
close(); // It's pointless to show an empty window
});
futureWatcher.setFuture(QtConcurrent::map(indices, [this, folder_list](const int& i)
{
const std::string dir_name = sstr(folder_list.value(i));
gui_log.trace("Loading trophy dir: %s", dir_name);
if (!LoadTrophyFolderToDB(dir_name))
{
// TODO: Add error checks & throws to LoadTrophyFolderToDB so that they can be caught here.
// Also add a way of showing the number of corrupted/invalid folders in UI somewhere.
gui_log.error("Error occurred while parsing folder %s for trophies.", dir_name);
}
}));
progressDialog.exec();
futureWatcher.waitForFinished();
}
void trophy_manager_dialog::PopulateGameTable()
{
if (m_game_repaint_watcher.isRunning())
{
m_game_repaint_watcher.cancel();
m_game_repaint_watcher.waitForFinished();
}
m_game_table->setSortingEnabled(false); // Disable sorting before using setItem calls
m_game_table->clearContents();
m_game_table->setRowCount(static_cast<int>(m_trophies_db.size()));
m_game_combo->clear();
QList<int> indices;
for (usz i = 0; i < m_trophies_db.size(); ++i)
indices.append(static_cast<int>(i));
QPixmap placeholder(m_game_icon_size);
placeholder.fill(Qt::transparent);
for (int i = 0; i < indices.count(); ++i)
{
const int all_trophies = m_trophies_db[i]->trop_usr->GetTrophiesCount();
const int unlocked_trophies = m_trophies_db[i]->trop_usr->GetUnlockedTrophiesCount();
const int percentage = 100 * unlocked_trophies / all_trophies;
const QString progress = tr("%0% (%1/%2)").arg(percentage).arg(unlocked_trophies).arg(all_trophies);
const QString name = qstr(m_trophies_db[i]->game_name).simplified();
custom_table_widget_item* icon_item = new custom_table_widget_item;
icon_item->setData(Qt::DecorationRole, placeholder);
icon_item->setData(GameUserRole::GameIndex, i);
icon_item->setData(GameUserRole::GamePixmapLoaded, false);
icon_item->setData(GameUserRole::GamePixmap, QPixmap());
m_game_table->setItem(i, GameColumns::GameIcon, icon_item);
m_game_table->setItem(i, GameColumns::GameName, new custom_table_widget_item(name));
m_game_table->setItem(i, GameColumns::GameProgress, new custom_table_widget_item(progress, Qt::UserRole, percentage));
m_game_combo->addItem(name, i);
}
m_game_combo->model()->sort(0, Qt::AscendingOrder);
m_game_table->setSortingEnabled(true); // Enable sorting only after using setItem calls
ResizeGameIcons();
gui::utils::resize_combo_box_view(m_game_combo);
}
void trophy_manager_dialog::PopulateTrophyTable()
{
if (m_game_combo->count() <= 0)
return;
auto& data = m_trophies_db[m_game_combo->currentData().toInt()];
gui_log.trace("Populating Trophy Manager UI with %s %s", data->game_name, data->path);
const int all_trophies = data->trop_usr->GetTrophiesCount();
const int unlocked_trophies = data->trop_usr->GetUnlockedTrophiesCount();
const int percentage = 100 * unlocked_trophies / all_trophies;
m_game_progress->setText(tr("Progress: %1% (%2/%3)").arg(percentage).arg(unlocked_trophies).arg(all_trophies));
m_trophy_table->clear_list();
m_trophy_table->setRowCount(all_trophies);
m_trophy_table->setSortingEnabled(false); // Disable sorting before using setItem calls
std::shared_ptr<rXmlNode> trophy_base = data->trop_config.GetRoot();
ensure(trophy_base);
QPixmap placeholder(m_icon_height, m_icon_height);
placeholder.fill(Qt::transparent);
int i = 0;
for (std::shared_ptr<rXmlNode> n = trophy_base->GetChildren(); n; n = n->GetNext())
{
// Only show trophies.
if (n->GetName() != "trophy")
{
continue;
}
// Get data (stolen graciously from sceNpTrophy.cpp)
SceNpTrophyDetails details{};
// Get trophy id
const s32 trophy_id = atoi(n->GetAttribute("id").c_str());
details.trophyId = trophy_id;
// Get platinum link id (we assume there only exists one platinum trophy per game for now)
const s32 platinum_link_id = atoi(n->GetAttribute("pid").c_str());
const QString platinum_relevant = platinum_link_id < 0 ? tr("No") : tr("Yes");
// Get trophy type
QString trophy_type;
switch (n->GetAttribute("ttype")[0])
{
case 'B': details.trophyGrade = SCE_NP_TROPHY_GRADE_BRONZE; trophy_type = tr("Bronze", "Trophy type"); break;
case 'S': details.trophyGrade = SCE_NP_TROPHY_GRADE_SILVER; trophy_type = tr("Silver", "Trophy type"); break;
case 'G': details.trophyGrade = SCE_NP_TROPHY_GRADE_GOLD; trophy_type = tr("Gold", "Trophy type"); break;
case 'P': details.trophyGrade = SCE_NP_TROPHY_GRADE_PLATINUM; trophy_type = tr("Platinum", "Trophy type"); break;
default: gui_log.warning("Unknown trophy grade %s", n->GetAttribute("ttype")); break;
}
// Get hidden state
const bool hidden = n->GetAttribute("hidden")[0] == 'y';
details.hidden = hidden;
// Get name and detail
for (std::shared_ptr<rXmlNode> n2 = n->GetChildren(); n2; n2 = n2->GetNext())
{
if (n2->GetName() == "name")
{
std::string name = n2->GetNodeContent();
strcpy_trunc(details.name, name);
}
if (n2->GetName() == "detail")
{
std::string detail = n2->GetNodeContent();
strcpy_trunc(details.description, detail);
}
}
const QString unlockstate = data->trop_usr->GetTrophyUnlockState(trophy_id) ? tr("Earned") : tr("Not Earned");
custom_table_widget_item* icon_item = new custom_table_widget_item();
icon_item->setData(Qt::UserRole, hidden, true);
icon_item->setData(Qt::DecorationRole, placeholder);
custom_table_widget_item* type_item = new custom_table_widget_item(trophy_type);
type_item->setData(Qt::UserRole, static_cast<uint>(details.trophyGrade), true);
m_trophy_table->setItem(i, TrophyColumns::Icon, icon_item);
m_trophy_table->setItem(i, TrophyColumns::Name, new custom_table_widget_item(qstr(details.name)));
m_trophy_table->setItem(i, TrophyColumns::Description, new custom_table_widget_item(qstr(details.description)));
m_trophy_table->setItem(i, TrophyColumns::Type, type_item);
m_trophy_table->setItem(i, TrophyColumns::IsUnlocked, new custom_table_widget_item(unlockstate));
m_trophy_table->setItem(i, TrophyColumns::Id, new custom_table_widget_item(QString::number(trophy_id), Qt::UserRole, trophy_id));
m_trophy_table->setItem(i, TrophyColumns::PlatinumLink, new custom_table_widget_item(platinum_relevant, Qt::UserRole, platinum_link_id));
++i;
}
m_trophy_table->setSortingEnabled(true); // Re-enable sorting after using setItem calls
ResizeTrophyIcons();
}
void trophy_manager_dialog::ReadjustGameTable() const
{
// Fixate vertical header and row height
m_game_table->verticalHeader()->setMinimumSectionSize(m_game_icon_size.height());
m_game_table->verticalHeader()->setMaximumSectionSize(m_game_icon_size.height());
m_game_table->resizeRowsToContents();
// Resize and fixate icon column
m_game_table->resizeColumnToContents(GameColumns::GameIcon);
m_game_table->horizontalHeader()->setSectionResizeMode(GameColumns::GameIcon, QHeaderView::Fixed);
// Shorten the last section to remove horizontal scrollbar if possible
m_game_table->resizeColumnToContents(GameColumns::GameColumnsCount - 1);
}
void trophy_manager_dialog::ReadjustTrophyTable() const
{
// Fixate vertical header and row height
m_trophy_table->verticalHeader()->setMinimumSectionSize(m_icon_height);
m_trophy_table->verticalHeader()->setMaximumSectionSize(m_icon_height);
m_trophy_table->resizeRowsToContents();
// Resize and fixate icon column
m_trophy_table->resizeColumnToContents(TrophyColumns::Icon);
// Shorten the last section to remove horizontal scrollbar if possible
m_trophy_table->resizeColumnToContents(TrophyColumns::Count - 1);
}
bool trophy_manager_dialog::eventFilter(QObject *object, QEvent *event)
{
const bool is_trophy_scroll = object == m_trophy_table->verticalScrollBar();
const bool is_trophy_table = object == m_trophy_table;
const bool is_game_scroll = object == m_game_table->verticalScrollBar();
const bool is_game_table = object == m_game_table;
int zoom_val = 0;
switch (event->type())
{
case QEvent::Wheel:
{
QWheelEvent *wheelEvent = static_cast<QWheelEvent *>(event);
if (wheelEvent->modifiers() & Qt::ControlModifier && (is_trophy_scroll || is_game_scroll))
{
const QPoint numSteps = wheelEvent->angleDelta() / 8 / 15; // http://doc.qt.io/qt-5/qwheelevent.html#pixelDelta
zoom_val = numSteps.y();
}
break;
}
case QEvent::KeyPress:
{
QKeyEvent *keyEvent = static_cast<QKeyEvent *>(event);
if (keyEvent && keyEvent->modifiers() == Qt::ControlModifier && (is_trophy_table || is_game_table))
{
if (keyEvent->key() == Qt::Key_Plus)
{
zoom_val = 1;
}
else if (keyEvent->key() == Qt::Key_Minus)
{
zoom_val = -1;
}
}
break;
}
default:
break;
}
if (zoom_val != 0)
{
if (m_icon_slider && (is_trophy_table || is_trophy_scroll))
{
m_save_icon_height = true;
m_icon_slider->setSliderPosition(zoom_val + m_icon_slider->value());
}
else if (m_game_icon_slider && (is_game_table || is_game_scroll))
{
m_save_game_icon_size = true;
m_game_icon_slider->setSliderPosition(zoom_val + m_game_icon_slider->value());
}
return true;
}
return QWidget::eventFilter(object, event);
}
void trophy_manager_dialog::closeEvent(QCloseEvent *event)
{
// Save gui settings
m_gui_settings->SetValue(gui::tr_geometry, saveGeometry());
m_gui_settings->SetValue(gui::tr_splitterState, m_splitter->saveState());
m_gui_settings->SetValue(gui::tr_games_state, m_game_table->horizontalHeader()->saveState());
m_gui_settings->SetValue(gui::tr_trophy_state, m_trophy_table->horizontalHeader()->saveState());
QWidget::closeEvent(event);
}